
use std::any::Any;
use std::cmp::Ordering;

// Define the types for heap type and comparison function.
enum HeapType {
    Min,
    Max,
}

type BinomialHeapCompareFunc = fn(&dyn Any, &dyn Any) -> Ordering;

// Define a trait for BinomialTree that must be implemented for each tree type.
trait BinomialTree {
    fn get_value(&self) -> &dyn Any;
    fn get_subtrees(&self) -> Vec<&dyn BinomialTree>;
    // Additional methods to implement the behavior of BinomialTree...
    // ...
}

// Define the BinomialHeap struct.
struct BinomialHeap {
    heap_type: HeapType,
    compare_func: BinomialHeapCompareFunc,
    num_values: usize,
    roots: Vec<Box<dyn BinomialTree>>,
}

impl BinomialHeap {
    // Constructor
    fn new(heap_type: HeapType, compare_func: BinomialHeapCompareFunc) -> Self {
        BinomialHeap {
            heap_type,
            compare_func,
            num_values: 0,
            roots: Vec::new(),
        }
    }

    // Insert a value into the heap
    fn insert(&mut self, value: Box<dyn Any>) {
        let new_tree = Box::new(/* Create BinomialTree with value */);
        self.roots.push(new_tree);
        self.num_values += 1;
        // Additional logic to maintain the heap property...
    }

    // Remove and return the minimum (or maximum) value from the heap
    fn pop(&mut self) -> Option<Box<dyn Any>> {
        // Implementation of pop...
        // This would involve finding the min/max tree, removing it, and merging the subtrees.
        // ...
    }

    // Get the number of elements in the heap
    fn num_entries(&self) -> usize {
        self.num_values
    }

    // Merge two BinomialHeaps
    fn merge(&mut self, mut other: BinomialHeap) {
        self.roots.append(&mut other.roots);
        self.num_values += other.num_values;
        // Additional logic to maintain the heap property...
    }
}

// The `BinomialTree` trait and its implementations would go here...
// ...

// Example implementation of Drop for BinomialHeap
impl Drop for BinomialHeap {
    fn drop(&mut self) {
        // Implementation of the destructor logic to clean up resources
    }
}

